# Character Attack Formulas

(Difference between revisions)
 Revision as of 21:51, 25 September 2009 (edit) (Replaced Strength with BSV in the calculation of StrMod1; cleared up the discussion about testing; ln stands for natural logarithm)← Previous diff Revision as of 21:52, 25 September 2009 (edit) (undo)m Next diff → Line 5: Line 5: Size = Range [0 to 5] or Very Small, Small, Normal, Big, Very Big, Huge
Size = Range [0 to 5] or Very Small, Small, Normal, Big, Very Big, Huge
Ln stands for natural logarithm.
Ln stands for natural logarithm.
- Rnd is a number ranging from 0 to 0.999.. (not 1, this is important because it produces different top values). + Rnd is a number ranging from 0 to 0.999.. (not 1, this is important because it produces different top values).

This is the Damage Modifier, a bit more complex than I expected really
This is the Damage Modifier, a bit more complex than I expected really

## Revision as of 21:52, 25 September 2009

The formula has been well tested and seems to be extremely close, barring possible issues with different rounding algorithms.

GLvl = Guild Level with best fighting ability, should be the same as the one in "Guild" Tab
FightingMod = Value found in Help File / 10, ie Warrior = 1.2, Nomad = 0.7
Size = Range [0 to 5] or Very Small, Small, Normal, Big, Very Big, Huge
Ln stands for natural logarithm.
Rnd is a number ranging from 0 to 0.999.. (not 1, this is important because it produces different top values).

This is the Damage Modifier, a bit more complex than I expected really
1: DamMod = 0.6 + (((Ln(100 + GLvl) / 1.75) - 2.3) * FightingMod^2 / 2)
2: * WeaponModifier
3: + 5 if Critical Hit, Chance of doing a Crit is 1-50% if character can Crit
4: + 2 if Backstab, Chance of Backstabbing is 1-75% if character can Backstab
5: / 2 if Monster is invisible and character can't see invisible
6: +0.1/-0.1 per size bigger/smaller than monster
7: if DamMod is > 1, then DamMod = DamMod - ln(DamMod)^2
Value 0.1 to 7ish (Lv 999 Human Warrior with a Mod 2.6 Weapon, severing a Tiny monster)

Let's get the Strength Modifier, it's actually 2 parts, and requires a new Strength Value (called BSV here)
BSV = Int(Strength - (LN(Strength) * ((LN(Strength) - 2,4) * 2,25))) + 1
StrMod1 = Int((Rnd * ((BSV + 10) / 2)) + ((BSV + 10) / 4)) / 10
StrMod2 = BSV/30
Str 1 to 40 -> Value [0.3-0.8 * 0.06667] to [1-2.9 * 1] Note, this value is the 2 StrMods combined

And last part of formula, Level Modifier.
LvlMod = (Ln(GLvl + 5) + 1) / Ln(1.2)
Lvl 1 to 999 -> Value 15.31228 to 43.39447

Base Damage = LvlMod * StrMod1 * StrMod2 * DamMod
Final Damage = Base - Rnd[1 to (Def-Atk)/8] or very close to this
Defense bug lurks though, so it's just:
Final Damage = Base + Rnd[1 to Atk/8]

Chance to Hit Formula in percent, range [1 to 97]
if Atk = 0 and Def = 0: 50
if Atk > Def: 0.5 + 0.5 * (Atk - Def) / Atk
if Atk < Def: 0.5 - 0.5 * (Def - Atk) / Def
Since Monster Defense passed to this formula is 0, you should always have 97% chance to hit.

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